

These put you into a mode where the direction you look is the direction your PBA faces. +cmaxx only looks for the VictorMaxx CyberMaxx +vfx1 only looks for the Forte VFX1 Headgear +iglass only looks for the Virtual IO iglasses The game should auto-detect which type of headset you have. For example, you would type "tn +vr" rather than typing "tn".

VR headset support is enabled through command line arguments. Info from the original readme file for anybody who is interested:įirst, you must have the headset turned on before you start up Terra Nova. Thanks for looking into to this regardless.
#VIRTUAL IO IGLASSES INSTALL#
You could try to install it from the original CD image and see if it works that way possibly. The original install CD image is in the CD folder of the GOG TNSFC install folder. "GOG have necessarily or otherwise broke the feature in TN" I did for giggles set FaceTrackNoIR to emulate my mouse and attempt to use my head to aim in TN. When I've got a working solution, I'll post it up. Think I will have to pass that through VJoy + JoyToKey or something like that. The less exciting alternative to using TN's VFX support is to just emulate keypresses using FaceTrackNoIR output. Wasn't really expecting to be able to get the above to work. GOG have necessarily or otherwise broke the feature in TN. TN is using the VFX API in very a different manner to EF2000. Possible reasons are either the helper app isn't passing the output through to DOSBox correctly. If I change the resolution in-game, I do now for a few seconds see the stereo video outputs that TN is trying to pass to the VFX1.
#VIRTUAL IO IGLASSES .DLL#
dll files that are included in the EF2000 Reloaded download. I've replaced the DOSBox executable with the modded EF2000 Reloaded one and copied in the prerequisite. I'm pretty sure I've enable VFX support in Terra Nova. GOG's DOSBox conf bypasses the original batch file that ran Terra Nova, tn.bat but all that does is pass on the command line arguments to _tn.bat, ff.bat and finally the actual executable _ff.exe. +neck alternatively uses the tracking data from the headset to turn just your head in-game. +vr enables the vfx1 input and output and uses tracking data from the headset to turn your suit in-game. To enable VFX1 support in Terra Nova, you have to pass through command line arguments: The helper app is picking up the "TrackIR" output from FaceTrackNoIR fine. They've said that, in principal, this should work for any game with VFX support, though that is dependant on said game implementing the same subset of VFX API features that EF2000 does.
#VIRTUAL IO IGLASSES CODE#
So, I found the EF2000 Reloaded project where a couple of geniuses (genii?!) have forked the DOSBox code and written a helper app (Track Mapper) which will accept TrackIR input and emulate VFX1 output, passing that through to EF2000. Will post something up when I have a working solution.

Looking left and right would be an on/off thing but looking up and down could be controlled in a more granular fashion. The slightly less exciting alternative is to emulate the keypresses for rotating and pitching your head in-game by passing the FaceTrackNoIR output through VJoy and JoyToKey or something like that - mapping regions of the axis to the appropriate keys in TN. Haven't been able to get analog head-tracking working using the VR support that TN shipped with.
